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Best places for poles when retopologizing a game character?

Hello,

I've hit a bit of a roadblock and I would like some advice. Where would the best places be to put poles when retopologizing a mesh? This character will be highly active (in terms of range of animations) and I'm not quite sure where the best places would be to place poles, especially when working on the fingers, shoulders, feet and crotch areas. I've also never paid much attention to weight painting in the past... how much do poles interfere with that process?

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  • Alex_J
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    Alex_J grand marshal polycounter
    there isn't one solution to fit all needs. Good thing to do is grab a variety of models - like the freebies that come with zbrush, unreal, unity, base mesh examples from the wiki here, and give those a quick rig and put them through some animations.

    when you make your own character, don't think it is a linear process going from blockout, sculpt, uv/texture, rig, animate. Set your workflow up to make iteration as pain free as possible. Anything you aren't sure about design a mock-up test first before you go full scale.
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